What to use in Destiny 2(PVP)

Chase Garcia

4/28/2022

Intro

Destiny 2, an online game that has both PvE and PvP aspects can seem very overwhelming when trying to find a proper weapon load out. There are multiple aspects behind each weapon whether it be the type of weapon it is, the ammo it uses, or just the pure stats behind the weapon.

My goal here is to explore all the weapons in Destiny 2 to find out which ones are most optimized for PvP. It can be hard to find what weapon to use in for PVP and that’s why I hope to enlighten some of those concerns.

The Data!!

The data I gathered came from the below site and contains the pure base stats behind every weapon in Destiny 2. These data sets do not contain any modifiers you get from any perks in the game and are solely from the weapons themselves. These were each pulled from 16 different spreadsheets as they were broken apart by weapo types.

https://www.destinymassivebreakdowns.com/weapon-stats-spreadsheet-2

## -- Attaching packages --------------------------------------- tidyverse 1.3.1 --
## v ggplot2 3.3.5     v purrr   0.3.4
## v tibble  3.1.6     v dplyr   1.0.7
## v tidyr   1.1.4     v stringr 1.4.0
## v readr   2.1.1     v forcats 0.5.1
## -- Conflicts ------------------------------------------ tidyverse_conflicts() --
## x dplyr::filter() masks stats::filter()
## x dplyr::lag()    masks stats::lag()
## Warning: package 'plotly' was built under R version 4.1.3
## 
## Attaching package: 'plotly'
## The following object is masked from 'package:ggplot2':
## 
##     last_plot
## The following object is masked from 'package:stats':
## 
##     filter
## The following object is masked from 'package:graphics':
## 
##     layout

Reading in the data

The Basics

Below are the basics to keep in mind when selecting a loadout for PvP in Destiny 2.

Grouping by ammo

Since one of the major aspects for deciding our weapons of choice is ammo it is only best to see which types of weapons take what ammo.

## # A tibble: 9 x 2
##   Type             n
##   <chr>        <int>
## 1 Autorifle       47
## 2 bgl              1
## 3 Bow             19
## 4 Handcannon      50
## 5 Linearfusion     1
## 6 Pulserifle      41
## 7 Scoutrifle      35
## 8 Sidearm         31
## 9 Sub             31
## # A tibble: 7 x 2
##   Type             n
##   <chr>        <int>
## 1 bgl             13
## 2 Fusionrifle     29
## 3 Handcannon       2
## 4 Linearfusion     9
## 5 Shotgun         44
## 6 Sidearm          1
## 7 Sniper          37
## # A tibble: 9 x 2
##   Type             n
##   <chr>        <int>
## 1 Bow              1
## 2 Fusionrifle      1
## 3 Hgl             19
## 4 Linearfusion     5
## 5 Machinegun      19
## 6 Rocket          26
## 7 Shotgun          2
## 8 Sniper           2
## 9 Sword           32

There are 9 Weapon types that use Primary Ammo

There are 7 Weapon Types that use Special Ammo

There are 8 weapon types that use Heavy Ammo

Finding our Primary

Our primary which is a weapon that has infinite ammo will be our main combat weapon.

## # A tibble: 9 x 52
##   Archetype   Weapon       Energy Perk  Effect   RoF Crit_dmg Body_dmg Crit_mult
##   <chr>       <chr>        <chr>  <chr> <chr>  <dbl>    <dbl>    <dbl>     <dbl>
## 1 High Impact Halfdan-D (~ Kinet~ <NA>  <NA>     360       35       22       1.6
## 2 High Impact Gahlran's R~ Kinet~ <NA>  <NA>     360       35       22       1.6
## 3 High Impact Pluperfect ~ Kinet~ <NA>  <NA>     360       35       22       1.6
## 4 High Impact Age-Old Bon~ Void   <NA>  <NA>     360       35       22       1.6
## 5 High Impact False Promi~ Kinet~ <NA>  <NA>     360       35       22       1.6
## 6 High Impact Chrysura Me~ Solar  <NA>  <NA>     360       35       22       1.6
## 7 High Impact Come to Pas~ Arc    <NA>  <NA>     360       35       22       1.6
## 8 High Impact Herod-C (Ga~ Stasis <NA>  <NA>     360       35       22       1.6
## 9 High Impact Vex Mythocl~ Solar  <NA>  <NA>     390       35       22       1.6
## # ... with 43 more variables: `Optimal_TtK(s)` <dbl>, Opt_Shots <dbl>,
## #   Crit_Percent <chr>, Opt_Crits <dbl>, Opt_Body <dbl>, Bursts...15 <dbl>,
## #   Body_TtK <dbl>, Body_Kill <dbl>, Bursts...18 <dbl>, Impact <dbl>,
## #   Range <dbl>, Stability <dbl>, Handling <dbl>, Reload_Speed <dbl>,
## #   Aim_Assist <dbl>, Recoil_Direction <dbl>, Mag_Size <dbl>, Type <chr>,
## #   Ammo <chr>, Draw_Time <dbl>, `Optimal_TtK (s)` <lgl>, Bolts <dbl>,
## #   Accuracy <dbl>, Blast_Radius <dbl>, Velocity <dbl>, Inventory <dbl>, ...
## New names:
## * Bursts -> Bursts...47
## New names:
## * Bursts -> Bursts...47
## New names:
## * Bursts -> Bursts...47
## New names:
## * Bursts -> Bursts...47
## New names:
## * Bursts -> Bursts...47
## New names:
## * Bursts -> Bursts...47
## New names:
## * Bursts -> Bursts...47

Finding our Special

Players spawn with limited special ammo but these weapons have 1 shot capabilities.(Meaning you are able to take out an enemy with one shot) I am going to create a new variable called Special that stores all weapons that use special ammo.

Three dashes make a new slide without having to put a title, and the three-# titles don’t make a new slide, only the two and one.

see?

still on the same slide.